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		<id>https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=216845</id>
		<title>Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=216845"/>
		<updated>2025-12-25T14:50:31Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Mechanics */ mentioed that spidertrons can be ignited, even though most player units can not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower turret}}&lt;br /&gt;
&#039;&#039;&#039;Flamethrower turrets&#039;&#039;&#039; work similarly to the [[flamethrower]], setting [[enemies]] and the ground on fire and doing damage over time. Unlike [[gun turret]]s and [[laser turret]]s, they have a limited firing arc, and should therefore be placed at choke points or behind [[wall]]s. They can use [[crude oil|crude]], [[heavy oil|heavy]], or [[light oil]] as ammunition, which must be provided via a [[pipe]] connected to the turret. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ammunition !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Crude oil}} ||100% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Heavy oil}} ||105% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Light oil}} ||110% Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind. &lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. Most enemy units are ignited if hit directly by a flame stream, [[spidertron|spidertrons]] will also be ignited, but the player, cars, tanks and trains are not. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.&lt;br /&gt;
&lt;br /&gt;
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.&lt;br /&gt;
&lt;br /&gt;
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using &amp;quot;flamethrower&amp;quot; type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.&lt;br /&gt;
&lt;br /&gt;
An object will be damaged by all the fire patches it is contacting potentially multiplying the damage from the fire several times.&lt;br /&gt;
&lt;br /&gt;
=== Fire resistance ===&lt;br /&gt;
&lt;br /&gt;
At a glance it&#039;s not easy to see how fire resistance is applied to flamethrower damage, as this requires knowing precisely how the damage is applied.&lt;br /&gt;
&lt;br /&gt;
* Direct splash damage: Deals 3 damage 30 times a second.&lt;br /&gt;
* Fire sticker: Deals 16.67 damage 6 times a second.&lt;br /&gt;
* Fire patch: Deals 13 damage 6 times a second when fully intensified.&lt;br /&gt;
&lt;br /&gt;
These damages are increased by the refined flammables tech and liquid damage bonus.&lt;br /&gt;
&lt;br /&gt;
Spawners and larger worms have 3 flat fire resist, which mostly negates the direct splash damage but not the damage from intensified fire patches.&lt;br /&gt;
&lt;br /&gt;
Tanks, trains and spidertrons have 15 flat fire resist which negates the direct damage, at low levels of refined flammables this also mostly negates the damage from fire patches, but at higher levels these vehicles become very vulnerable to the flames, becoming particularly vulnerable at around refined flammables 4 when the fire patches are inflicting 46.9 damage of which only a third is negated by the flat fire resist.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Flamethrowers are considered burner devices and therefore cannot be placed on [[space platform]]s{{SA}}. Even if they could be placed, [[asteroids]]{{SA}} have 100% fire damage resistance.&lt;br /&gt;
&lt;br /&gt;
[[Pentapods]]{{SA}} on [[Gleba]]{{SA}} have no damage resistances to flamethrowers. While flamethrower turrets are not hitscan, they can still do sizeable damage to even the larger pentapods enemies. As on Nauvis, they are particularly effective against large groups of enemies.&lt;br /&gt;
&lt;br /&gt;
The [[demolisher]]s{{SA}} on [[Vulcanus]]{{SA}} have 100% fire resistance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.33|&lt;br /&gt;
* Added out of fuel alert icon to flamethrower turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
*Damage upgrade technology introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=216844</id>
		<title>Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=216844"/>
		<updated>2025-12-25T14:43:10Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: Added space age category heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower turret}}&lt;br /&gt;
&#039;&#039;&#039;Flamethrower turrets&#039;&#039;&#039; work similarly to the [[flamethrower]], setting [[enemies]] and the ground on fire and doing damage over time. Unlike [[gun turret]]s and [[laser turret]]s, they have a limited firing arc, and should therefore be placed at choke points or behind [[wall]]s. They can use [[crude oil|crude]], [[heavy oil|heavy]], or [[light oil]] as ammunition, which must be provided via a [[pipe]] connected to the turret. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ammunition !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Crude oil}} ||100% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Heavy oil}} ||105% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Light oil}} ||110% Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind. &lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.&lt;br /&gt;
&lt;br /&gt;
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.&lt;br /&gt;
&lt;br /&gt;
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using &amp;quot;flamethrower&amp;quot; type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.&lt;br /&gt;
&lt;br /&gt;
An object will be damaged by all the fire patches it is contacting potentially multiplying the damage from the fire several times.&lt;br /&gt;
&lt;br /&gt;
=== Fire resistance ===&lt;br /&gt;
&lt;br /&gt;
At a glance it&#039;s not easy to see how fire resistance is applied to flamethrower damage, as this requires knowing precisely how the damage is applied.&lt;br /&gt;
&lt;br /&gt;
* Direct splash damage: Deals 3 damage 30 times a second.&lt;br /&gt;
* Fire sticker: Deals 16.67 damage 6 times a second.&lt;br /&gt;
* Fire patch: Deals 13 damage 6 times a second when fully intensified.&lt;br /&gt;
&lt;br /&gt;
These damages are increased by the refined flammables tech and liquid damage bonus.&lt;br /&gt;
&lt;br /&gt;
Spawners and larger worms have 3 flat fire resist, which mostly negates the direct splash damage but not the damage from intensified fire patches.&lt;br /&gt;
&lt;br /&gt;
Tanks, trains and spidertrons have 15 flat fire resist which negates the direct damage, at low levels of refined flammables this also mostly negates the damage from fire patches, but at higher levels these vehicles become very vulnerable to the flames, becoming particularly vulnerable at around refined flammables 4 when the fire patches are inflicting 46.9 damage of which only a third is negated by the flat fire resist.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
Flamethrowers are considered burner devices and therefore cannot be placed on [[space platform]]s{{SA}}. Even if they could be placed, [[asteroids]]{{SA}} have 100% fire damage resistance.&lt;br /&gt;
&lt;br /&gt;
[[Pentapods]]{{SA}} on [[Gleba]]{{SA}} have no damage resistances to flamethrowers. While flamethrower turrets are not hitscan, they can still do sizeable damage to even the larger pentapods enemies. As on Nauvis, they are particularly effective against large groups of enemies.&lt;br /&gt;
&lt;br /&gt;
The [[demolisher]]s{{SA}} on [[Vulcanus]]{{SA}} have 100% fire resistance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.33|&lt;br /&gt;
* Added out of fuel alert icon to flamethrower turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
*Damage upgrade technology introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=210550</id>
		<title>Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=210550"/>
		<updated>2025-01-30T12:23:22Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: Some slight restructuring and added a section on how flat fire resistance is applied to the damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower turret}}&lt;br /&gt;
&#039;&#039;&#039;Flamethrower turrets&#039;&#039;&#039; work similarly to the [[flamethrower]], setting [[enemies]] and the ground on fire and doing damage over time. Unlike [[gun turret]]s and [[laser turret]]s, they have a limited firing arc, and should therefore be placed at choke points or behind [[wall]]s. They can use [[crude oil|crude]], [[heavy oil|heavy]], or [[light oil]] as ammunition, which must be provided via a [[pipe]] connected to the turret. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ammunition !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Crude oil}} ||100% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Heavy oil}} ||105% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Light oil}} ||110% Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind. &lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.&lt;br /&gt;
&lt;br /&gt;
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.&lt;br /&gt;
&lt;br /&gt;
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using &amp;quot;flamethrower&amp;quot; type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.&lt;br /&gt;
&lt;br /&gt;
An object will be damaged by all the fire patches it is contacting potentially multiplying the damage from the fire several times.&lt;br /&gt;
&lt;br /&gt;
=== Fire resistance ===&lt;br /&gt;
&lt;br /&gt;
At a glance it&#039;s not easy to see how fire resistance is applied to flamethrower damage, as this requires knowing precisely how the damage is applied.&lt;br /&gt;
&lt;br /&gt;
* Direct splash damage: Deals 3 damage 30 times a second.&lt;br /&gt;
* Fire sticker: Deals 16.67 damage 6 times a second.&lt;br /&gt;
* Fire patch: Deals 13 damage 6 times a second when fully intensified.&lt;br /&gt;
&lt;br /&gt;
These damages are increased by the refined flammables tech and liquid damage bonus.&lt;br /&gt;
&lt;br /&gt;
Spawners and larger worms have 3 flat fire resist, which mostly negates the direct splash damage but not the damage from intensified fire patches.&lt;br /&gt;
&lt;br /&gt;
Tanks, Trains and Spidertrons have 15 flat fire resist which negates the direct damage, at low levels of refined flammables this also mostly negates the damage from fire patches, but at higher levels these vehicles become very vulnerable to the flames, becoming particularly vulnerable at around refined flammables 4 when the fire patches are inflicting 46.9 damage of which only a third is negated by the flat fire resist.&lt;br /&gt;
&lt;br /&gt;
== Space age {{SA}} enemies ==&lt;br /&gt;
=== Space ===&lt;br /&gt;
Flamethrowers are considered burner devices and therefore cannot be placed on [[space platform]]s. Even if they could be placed, [[asteroids]] have 100% fire damage resistance.&lt;br /&gt;
&lt;br /&gt;
=== [[Gleba]] ===&lt;br /&gt;
&lt;br /&gt;
Gleba does not directly provide access to crude oil, light oil, or heavy oil. However, there are ways to produce oils on-planet without importing the oils directly.&lt;br /&gt;
&lt;br /&gt;
[[Simple coal liquefaction]] does not require actually visiting [[Vulcanus]]; it only requires researching [[Planet discovery Vulcanus (research)|the ability to go to Vulcanus]], followed by acquiring [[calcite]]. And Gleba&#039;s science pack unlocks [[Advanced asteroid processing (research)]], which allows one to make calcite on space platforms from oxide asteroids.&lt;br /&gt;
&lt;br /&gt;
Coal can be [[Coal synthesis|synthesized]], and with calcite dropped from a [[space platform]], allow for the production of [[heavy oil]]. The [[Biochamber]] can crack heavy oil to [[light oil]]; the 50% productivity bonus ensures that more light oil is generated than it consumed in heavy oil. This both increases the amount of available fuel and gives an additional damage bonus to the turrets.&lt;br /&gt;
&lt;br /&gt;
[[Enemies#Wrigglers|Pentapod enemies]] have no damage resistances to flamethrowers. While flamethrower turrets are not hitscan, they can still do sizeable damage to even the larger pentapods enemies. As on Nauvis, they are particularly effective against large groups of enemies.&lt;br /&gt;
&lt;br /&gt;
=== [[Vulcanus]] ===&lt;br /&gt;
&lt;br /&gt;
As one might image for the denizens of a lava planet, [[Enemies#Demolisher|Demolishers]] have 100% fire resistance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|2.0.7|&lt;br /&gt;
* All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.33|&lt;br /&gt;
* Added out of fuel alert icon to flamethrower turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
*Damage upgrade technology introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundry&amp;diff=207100</id>
		<title>Foundry</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundry&amp;diff=207100"/>
		<updated>2024-11-26T10:22:18Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Low density structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundry}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is a version of the [[assembling machine]] from [[Vulcanus]]{{SA}} that specializes in metallurgy. It has a built-in 50% productivity bonus.&lt;br /&gt;
&lt;br /&gt;
The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, but it can be used on other planets once transported via [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Foundry has twenty available unique recipes, of which one must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|10}}{{icon|Molten iron|250}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|15}}{{icon|Molten copper|250}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Iron ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten iron|500}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Copper ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|500}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting steel}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|30}}&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron gear wheel}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron stick}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting low density structure}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Plastic bar|5}}{{icon|Molten iron|80}}{{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete from molten iron}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone brick|5}}{{icon|Molten iron|20}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper cable}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tungsten plate}} (requires [[Tungsten plate (research)]])&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten ore|4}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Tungsten plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack}} (requires [[Metallurgic science pack (research)]])&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten carbide|3}}{{icon|Tungsten plate|2}}{{icon|Molten copper|200}}&lt;br /&gt;
| {{icon|Metallurgic science pack|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} (requires [[Big mining drill (research)]])&lt;br /&gt;
| {{icon|Time|30}}{{icon|Advanced circuit|10}}{{icon|Electric engine unit|10}}{{icon|Tungsten carbide|20}}{{icon|Electric mining drill|1}}{{icon|Molten iron|200}}&lt;br /&gt;
| {{icon|Big mining drill|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Tungsten plate|5}}{{icon|Express transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Turbo transport belt|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo underground belt}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|2}}{{icon|Tungsten plate|40}}{{icon|Express underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Turbo underground belt|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo splitter}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|2}}{{icon|Processing unit|2}}{{icon|Tungsten plate|15}}{{icon|Express splitter|2}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Turbo splitter|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe to ground}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Pipe|10}}{{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the recipe for making concrete can use [[Productivity module]]s, despite the regular [[Concrete]] recipe not being able to use prods.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Foundry can also make other foundries, all belt types and {{NavboxIconLink|Holmium plate|holmium plates}}, in which case their recipes are the same as with assembling machines.&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Most of the foundry&#039;s recipes are more efficient than creating the same items in a [[furnace]] or [[assembling machine]]. However, because of the built-in +50% productivity bonus (which applies even to items like belts that don&#039;t benefit from [[productivity module]]s), and because the same bonus also applies to the recipes for [[molten iron]] and [[molten copper]], the actual efficiency gains from using a foundry are much higher than the value listed in the recipe.&lt;br /&gt;
&lt;br /&gt;
The table below compares the values of the base recipes (with 1 ore = 10 molten metal), and then shows the actual output of the recipe with the default foundry bonuses of 4 crafting speed and 150% productivity (1 ore = 15 molten metal). For example, inserting 200 [[iron ore]] into a foundry with no [[module]]s installed would result in 3,000 [[molten iron]] which could be turned into 450 [[iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 3 | Name !! colspan = 10 | Base recipe values !! colspan = 4 | With foundry bonuses&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 4 | Furnace/Assembler !! colspan = 4 | Foundry !! colspan = 2 | Efficiency !! colspan = 2 | Foundry !! colspan = 2 | Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Time !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Output !! Time !! {{icon|Molten iron}} !! {{icon|Molten copper}} !! Output !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Time !! Output  !! {{icon|Iron ore}} !! {{icon|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Iron plate|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Steel plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|30}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| 167%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Steel plate|1.5}}&lt;br /&gt;
| 375%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron gear wheel}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| 200%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron gear wheel|1.5}}&lt;br /&gt;
| 450%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron stick}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron stick|6}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Concrete}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|2.5}}&lt;br /&gt;
| {{icon|Concrete|15}}&lt;br /&gt;
| 113%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe|1.5}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe to ground}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|50}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe to ground|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Low density structure}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Iron ore|10}}&lt;br /&gt;
| {{icon|Copper ore|20}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Molten iron|80}}&lt;br /&gt;
| {{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| 125%&lt;br /&gt;
| 80%&lt;br /&gt;
| {{icon|Time|3.75}}&lt;br /&gt;
| {{icon|Low density structure|1.5}}&lt;br /&gt;
| 281%&lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Copper plate|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper cable}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 200%&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Copper cable|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 450%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low density structure ===&lt;br /&gt;
The numbers in the table are relative to using Electric furnaces. However it is possible to use the highly efficient Foundries to make the intermediates, which requires even less ore, but more plastic and much more machine time:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Process&lt;br /&gt;
! Raw resources to make {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces + Assemblers&lt;br /&gt;
| {{icon|Iron ore|10}} {{icon|Copper ore|20}} {{icon|Plastic bar|5}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundry Direct&lt;br /&gt;
| {{icon|Iron ore|3.5}} {{icon|Copper ore|11.1}} {{icon|Plastic bar|3.33}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundries + Assemblers&lt;br /&gt;
| {{icon|Iron ore|2.67}} {{icon|Copper ore|8.88}} {{icon|Plastic bar|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Foundry&amp;diff=206550</id>
		<title>Foundry</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Foundry&amp;diff=206550"/>
		<updated>2024-11-17T11:17:31Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Efficiency */ Added an important section on Low density structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Foundry}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;Foundry&#039;&#039;&#039; is a version of the [[assembling machine]] from [[Vulcanus]]{{SA}} that specializes in metallurgy. It has a built-in 50% productivity bonus.&lt;br /&gt;
&lt;br /&gt;
The foundry can only be crafted on Vulcanus due to its higher atmospheric pressure, but it can be used on other planets once transported via [[space platform]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
The Foundry has twenty available unique recipes, of which one must be set before it can begin processing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Process !! Input !! Output&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|10}}{{icon|Molten iron|250}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper from lava}}&lt;br /&gt;
| {{icon|Time|16}}{{icon|Calcite|1}}{{icon|Lava|500}}&lt;br /&gt;
| {{icon|Stone|15}}{{icon|Molten copper|250}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten iron}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Iron ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten iron|500}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Molten copper}}&lt;br /&gt;
| {{icon|Time|32}}{{icon|Copper ore|50}}{{icon|Calcite|1}}&lt;br /&gt;
| {{icon|Molten copper|500}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting steel}}&lt;br /&gt;
| {{icon|Time|3.2}}{{icon|Molten iron|30}}&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron gear wheel}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting iron stick}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|20}}&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting low density structure}}&lt;br /&gt;
| {{icon|Time|15}}{{icon|Plastic bar|5}}{{icon|Molten iron|80}}{{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Concrete from molten iron}}&lt;br /&gt;
| {{icon|Time|10}}{{icon|Stone brick|5}}{{icon|Molten iron|20}}{{icon|Water|100}}&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting copper cable}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Tungsten plate}} (requires [[Tungsten plate (research)]])&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten ore|4}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Tungsten plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack}} (requires [[Metallurgic science pack (research)]])&lt;br /&gt;
| {{icon|Time|10}}{{icon|Tungsten carbide|3}}{{icon|Tungsten plate|2}}{{icon|Molten copper|200}}&lt;br /&gt;
| {{icon|Metallurgic science pack|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Big mining drill}} (requires [[Big mining drill (research)]])&lt;br /&gt;
| {{icon|Time|30}}{{icon|Advanced circuit|10}}{{icon|Electric engine unit|10}}{{icon|Tungsten carbide|20}}{{icon|Electric mining drill|1}}{{icon|Molten iron|200}}&lt;br /&gt;
| {{icon|Big mining drill|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo transport belt}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|0.5}}{{icon|Tungsten plate|5}}{{icon|Express transport belt|1}}{{icon|Lubricant|20}}&lt;br /&gt;
| {{icon|Turbo transport belt|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo underground belt}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|2}}{{icon|Tungsten plate|40}}{{icon|Express underground belt|2}}{{icon|Lubricant|40}}&lt;br /&gt;
| {{icon|Turbo underground belt|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Turbo splitter}} (requires [[Turbo transport belt (research)]])&lt;br /&gt;
| {{icon|Time|2}}{{icon|Processing unit|2}}{{icon|Tungsten plate|15}}{{icon|Express splitter|2}}{{icon|Lubricant|80}}&lt;br /&gt;
| {{icon|Turbo splitter|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Molten iron|10}}&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Casting pipe to ground}}&lt;br /&gt;
| {{icon|Time|1}}{{icon|Pipe|10}}{{icon|Molten iron|50}}&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the recipe for making concrete can use [[Productivity module]]s, despite the regular [[Concrete]] recipe not being able to use prods.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Foundry can also make other foundries, all belt types and {{NavboxIconLink|Holmium plate|holmium plates}}, in which case their recipes are the same as with assembling machines.&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Most of the foundry&#039;s recipes are more efficient than creating the same items in a [[furnace]] or [[assembling machine]]. However, because of the built-in +50% productivity bonus (which applies even to items like belts that don&#039;t benefit from [[productivity module]]s), and because the same bonus also applies to the recipes for [[molten iron]] and [[molten copper]], the actual efficiency gains from using a foundry are much higher than the value listed in the recipe.&lt;br /&gt;
&lt;br /&gt;
The table below compares the values of the base recipes (with 1 ore = 10 molten metal), and then shows the actual output of the recipe with the default foundry bonuses of 4 crafting speed and 150% productivity (1 ore = 15 molten metal). For example, inserting 200 [[iron ore]] into a foundry with no [[module]]s installed would result in 3,000 [[molten iron]] which could be turned into 450 [[iron plate]]s.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 3 | Name !! colspan = 10 | Base recipe values !! colspan = 4 | With foundry bonuses&lt;br /&gt;
|-&lt;br /&gt;
! colspan = 4 | Furnace/Assembler !! colspan = 4 | Foundry !! colspan = 2 | Efficiency !! colspan = 2 | Foundry !! colspan = 2 | Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Time !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Output !! Time !! {{icon|Molten iron}} !! {{icon|Molten copper}} !! Output !! {{icon|Iron ore}} !! {{icon|Copper ore}} !! Time !! Output  !! {{icon|Iron ore}} !! {{icon|Copper ore}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron plate|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Iron plate|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Steel plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| {{icon|Molten iron|30}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Steel plate|1}}&lt;br /&gt;
| 167%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Steel plate|1.5}}&lt;br /&gt;
| 375%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron gear wheel}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron gear wheel|1}}&lt;br /&gt;
| 200%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron gear wheel|1.5}}&lt;br /&gt;
| 450%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Iron stick}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Iron stick|4}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Iron stick|6}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Concrete}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| {{icon|Time|10}}&lt;br /&gt;
| {{icon|Molten iron|20}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Concrete|10}}&lt;br /&gt;
| 50%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|2.5}}&lt;br /&gt;
| {{icon|Concrete|15}}&lt;br /&gt;
| 113%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|10}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe|1}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe|1.5}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Pipe to ground}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| {{icon|Iron ore|5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| {{icon|Molten iron|50}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Pipe to ground|2}}&lt;br /&gt;
| 100%&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Pipe to ground|3}}&lt;br /&gt;
| 225%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Low density structure}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Iron ore|10}}&lt;br /&gt;
| {{icon|Copper ore|20}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| {{icon|Time|15}}&lt;br /&gt;
| {{icon|Molten iron|80}}&lt;br /&gt;
| {{icon|Molten copper|250}}&lt;br /&gt;
| {{icon|Low density structure|1}}&lt;br /&gt;
| 125%&lt;br /&gt;
| 80%&lt;br /&gt;
| {{icon|Time|3.75}}&lt;br /&gt;
| {{icon|Low density structure|1.5}}&lt;br /&gt;
| 281%&lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper plate}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper plate|1}}&lt;br /&gt;
| {{icon|Time|3.2}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|20}}&lt;br /&gt;
| {{icon|Copper plate|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 100%&lt;br /&gt;
| {{icon|Time|0.8}}&lt;br /&gt;
| {{icon|Copper plate|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{imagelink|Copper cable}}&lt;br /&gt;
| {{icon|Time|0.5}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Copper ore|1}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| {{icon|Time|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{icon|Molten copper|5}}&lt;br /&gt;
| {{icon|Copper cable|2}}&lt;br /&gt;
| -&lt;br /&gt;
| 200%&lt;br /&gt;
| {{icon|Time|0.25}}&lt;br /&gt;
| {{icon|Copper cable|3}}&lt;br /&gt;
| -&lt;br /&gt;
| 450%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low density structure ===&lt;br /&gt;
The numbers in the table are relative to using Electric furnaces. However it is possible to use the highly efficient Foundries to make the intermediates, which requires even less ore, but more plastic:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Process&lt;br /&gt;
! Raw resources to make {{icon|Low density structure|1}}&lt;br /&gt;
|-&lt;br /&gt;
| Furnaces + Assemblers&lt;br /&gt;
| {{icon|Iron ore|10}} {{icon|Copper ore|20}} {{icon|Plastic bar|5}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundry Direct&lt;br /&gt;
| {{icon|Iron ore|3.5}} {{icon|Copper ore|11.1}} {{icon|Plastic bar|3.33}}&lt;br /&gt;
|-&lt;br /&gt;
| Foundries + Assemblers&lt;br /&gt;
| {{icon|Iron ore|2.67}} {{icon|Copper ore|8.88}} {{icon|Plastic bar|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vulcanus]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=189824</id>
		<title>Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=189824"/>
		<updated>2022-09-03T11:57:07Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower turret}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower turrets&#039;&#039;&#039; work similarly to the [[flamethrower]], setting [[enemies]] and the ground on fire and doing damage over time. Unlike gun and laser turrets, they have a limited firing arc, and should therefore be placed at choke points or behind walls. They can use crude, heavy, or light oil as ammunition, which must be provided via a pipe connected to the turret. Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ammunition !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Crude oil}} ||100% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Heavy oil}} ||105% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Light oil}} ||110% Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind. &lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.&lt;br /&gt;
&lt;br /&gt;
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.&lt;br /&gt;
&lt;br /&gt;
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using &amp;quot;flamethrower&amp;quot; type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.33|&lt;br /&gt;
* Added out of fuel alert icon to flamethrower turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
*Damage upgrade technology introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=189823</id>
		<title>Flamethrower turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Flamethrower_turret&amp;diff=189823"/>
		<updated>2022-09-03T11:55:45Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: Added nerdy details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Flamethrower turret}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower turrets&#039;&#039;&#039; work similarly to the [[flamethrower]], setting [[enemies]] and the ground on fire and doing damage over time. Unlike gun and laser turrets, they have a limited firing arc, and should therefore be placed at choke points or behind walls. They can use crude, heavy, or light oil as ammunition, which must be provided via a pipe connected to the turret. Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ammunition !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Crude oil}} ||100% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Heavy oil}} ||105% Damage &lt;br /&gt;
|-&lt;br /&gt;
|{{IconLink|Light oil}} ||110% Damage &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind. &lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.&lt;br /&gt;
&lt;br /&gt;
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.&lt;br /&gt;
&lt;br /&gt;
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using &amp;quot;flamethrower&amp;quot; type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.&lt;br /&gt;
&lt;br /&gt;
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, the same as the firing rate of a single flamethrower turret.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.33|&lt;br /&gt;
* Added out of fuel alert icon to flamethrower turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
*Introduced.&lt;br /&gt;
*Damage upgrade technology introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Gun turret]]&lt;br /&gt;
* [[Laser turret]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Defense}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=153425</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=153425"/>
		<updated>2017-12-29T11:44:52Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: Added section on damage (since the infobox doesn&amp;#039;t provide the full correct information)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
[[File:Poison-usage.gif|frame|right|Poison capsule being deployed against some trees. Note the size of the cloud created.]]&lt;br /&gt;
&lt;br /&gt;
A basic capsule that creates a large, long-lasting cloud of at the target area, dealing 320 [[Damage|poison damage]] over 20s, the damage from multiple poison capsules stacks. This is one of the most effective ways of removing [[Tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can be used to effectively kill [[Enemies|Worms]] as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a Big Worm and the capsules can be thrown from outside the Big Worm&#039;s spitting range. Since [[Spawners]] are not affected by poison damage, Poison capsules are useless against them.&lt;br /&gt;
&lt;br /&gt;
Poison Capsules do not harm the player&#039;s structures, robots or vehicles, but do harm the player unless he is in a vehicle. Poison Capsules are particularly effective when deployed from the [[Tank]] as the Tank can park inside a cloud of poison to lure enemies to their death.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
&lt;br /&gt;
The Poison Cloud deals 8 poison damage twice a second and lasts for 20s, a maximum of 320 damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=153424</id>
		<title>Poison capsule</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Poison_capsule&amp;diff=153424"/>
		<updated>2017-12-29T11:20:11Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: Updated with correct information and tactical usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{languages}}&lt;br /&gt;
{{:Infobox:Poison capsule}}&lt;br /&gt;
&lt;br /&gt;
[[File:Poison-usage.gif|frame|right|Poison capsule being deployed against some trees. Note the size of the cloud created.]]&lt;br /&gt;
&lt;br /&gt;
A basic capsule that creates a large, long-lasting cloud of at the target area, dealing 320 [[Damage|poison damage]] over 20s, the damage from multiple poison capsules stacks. This is one of the most effective ways of removing [[Tree]]s.&lt;br /&gt;
&lt;br /&gt;
Poison capsules can be used to effectively kill [[Enemies|Worms]] as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a Big Worm and the capsules can be thrown from outside the Big Worm&#039;s spitting range. Since [[Spawners]] are not affected by poison damage, Poison capsules are useless against them.&lt;br /&gt;
&lt;br /&gt;
Poison Capsules do not harm the player&#039;s structures, robots or vehicles, but do harm the player unless he is in a vehicle. Poison Capsules are particularly effective when deployed from the [[Tank]] as the Tank can encourage enemies to stay inside the poison cloud, while protecting the player from the poison.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Tooltips are now generated automatically for some items, including capsules.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.9|&lt;br /&gt;
* Green coral is now affected by the poison capsule. This is controlled by the &amp;quot;breaths-air&amp;quot; entity flag.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.2|&lt;br /&gt;
* Poison capsules can now damage [[Enemies|worms]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.1|&lt;br /&gt;
* Capsules can be used in god mode. ([[player]] without character)}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Capsule is less expensive.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defender capsule]]&lt;br /&gt;
* [[Slowdown capsule]]&lt;br /&gt;
* [[Distractor capsule]]&lt;br /&gt;
* [[Destroyer capsule]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Capsules}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Enemies&amp;diff=151260</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Enemies&amp;diff=151260"/>
		<updated>2017-10-16T10:50:12Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Evolution */ this entry claimed that time based evolution factor increases per tick: this does not match the measured rate in-game which is 0.0004% per second, not per tick (if it were per tick, a spawner kill would equal 8.3s of time based evolution)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039; are creatures that want to harm the player. They normally come from spawners and begin on the enemy force. &lt;br /&gt;
&lt;br /&gt;
There are three types of enemies: Biters, Spitters and Worms. Each of these types comes in four stages of growth and thus strength (except for Worms, which only come in three stages of growth).&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Enemies are directly connected to the following achievements:&lt;br /&gt;
{{Achievement|it-stinks-and-they-dont-like-it}}&lt;br /&gt;
{{Achievement|steamrolled}}&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Biters===&lt;br /&gt;
Biters are one of two main antagonists in the game. They are the native inhabitants of the extraterrestrial world and commonly live peacefully with worms and spitters.&lt;br /&gt;
Biters are arthropods living in organic nests. They come in four sizes: small, medium, big and behemoth. In the beginning of each freeplay game there will only be the small ones, with increasing [[pollution]] they will become bigger, related to the enemy&#039;s [[#Evolution|evolution]].&lt;br /&gt;
Biters are attracted by and enraged by pollution and will attempt to destroy its sources. They prefer to attack the player character, [[turret]]s and [[radar]]s and will stop searching for pollution if they can see and attack any of those. Biters deal physical [[damage]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallBiter-anim.gif]] || Small Biter&lt;br /&gt;
| Weakest of biters, can be easily killed with a pistol.&lt;br /&gt;
* Health: 15&lt;br /&gt;
* Damage: 7&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumBiter-anim.gif]] || Medium Biter&lt;br /&gt;
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.&lt;br /&gt;
* Health: 75&lt;br /&gt;
* Damage: 15&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
[[Resistances]]:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 4/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigBiter-anim.gif]] || Big Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 375&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 1.7 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
*Physical: 8/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter&lt;br /&gt;
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.&lt;br /&gt;
* Health: 3000&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Attack Speed: 1.2 /s&lt;br /&gt;
* Damage Type: Physical&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 12/10%&lt;br /&gt;
*Physical: 12/10%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
The biter class enemy will likely be the most common threat to a player&#039;s factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world&#039;s evolution level. Behemoth biters are a big threat to any factory and serve as the Player&#039;s prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the &amp;quot;bait&amp;quot; of this trap be left open. Biters aren&#039;t always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Spitters===&lt;br /&gt;
[[Spitters]] are much like [[Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Info&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallSpitter.png]] || Small Spitter&lt;br /&gt;
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.&lt;br /&gt;
* Health: 10&lt;br /&gt;
* Damage: 10&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter&lt;br /&gt;
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.&lt;br /&gt;
* Health: 50&lt;br /&gt;
* Damage: 20&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigSpitter.png]] || Big Spitter&lt;br /&gt;
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 30&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/15%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter&lt;br /&gt;
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.&lt;br /&gt;
* Health: 1500&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.46 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 0/30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Worms===&lt;br /&gt;
&lt;br /&gt;
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.&lt;br /&gt;
&lt;br /&gt;
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SmallWorm.png]] || Small Worm&lt;br /&gt;
| A weak worm. Still not easy to kill though.&lt;br /&gt;
* Health: 200&lt;br /&gt;
* Damage: 25&lt;br /&gt;
* Attack Speed: 0.91 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MediumWorm.png]] || Medium Worm&lt;br /&gt;
| Medium worms are very dangerous to even more advanced players. They should be handled with care.&lt;br /&gt;
* Health: 400&lt;br /&gt;
* Damage: 40&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 5/0%&lt;br /&gt;
*Fire: 2/50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:BigWorm.png]] || Big Worm&lt;br /&gt;
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.&lt;br /&gt;
* Health: 750&lt;br /&gt;
* Damage: 50&lt;br /&gt;
* Attack Speed: 0.65 /s&lt;br /&gt;
* Damage Type: Acid&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 10/30%&lt;br /&gt;
*Physical: 10/0%&lt;br /&gt;
*Fire: 3/70%&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:worm.gif]] || Worm&#039;s animation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://www.factorioforums.com/forum/viewtopic.php?f=23&amp;amp;t=6454 Big Worms Now Show Up In Early Game]&lt;br /&gt;
&lt;br /&gt;
==Spawners==&lt;br /&gt;
&lt;br /&gt;
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.&lt;br /&gt;
&lt;br /&gt;
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.&lt;br /&gt;
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the &amp;lt;code&amp;gt;spawn_shift&amp;lt;/code&amp;gt;; the higher the value of it, the higher the probability that stronger enemies spawn.&lt;br /&gt;
&lt;br /&gt;
Spawners are effectively &#039;bullet sponges&#039; capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.&lt;br /&gt;
&lt;br /&gt;
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Picture !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Biternest-anim.gif]] || Biter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spitternest.gif]] || Spitter&#039;s Nest&lt;br /&gt;
|&lt;br /&gt;
* Health: 350&lt;br /&gt;
&lt;br /&gt;
Resistances:&lt;br /&gt;
*Explosion: 5/15%&lt;br /&gt;
*Physical: 2/0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Expansions===&lt;br /&gt;
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that&#039;s at least 3 chunks and at most 7 chunks away from existing biter bases.&lt;br /&gt;
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.&lt;br /&gt;
&lt;br /&gt;
==Evolution==&lt;br /&gt;
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]&lt;br /&gt;
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:&lt;br /&gt;
&lt;br /&gt;
  /evolution&lt;br /&gt;
&lt;br /&gt;
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:&lt;br /&gt;
&lt;br /&gt;
=== Methods of increasing ===&lt;br /&gt;
&lt;br /&gt;
* The passage of time very slightly increases the evolution factor.&lt;br /&gt;
* The global [[Pollution|pollution production]] increases the evolution factor.&lt;br /&gt;
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.&lt;br /&gt;
&lt;br /&gt;
All these values are set in &amp;lt;code&amp;gt;game.map_settings.enemy_evolution&amp;lt;/code&amp;gt;. From there they can be changed or modded.&lt;br /&gt;
&lt;br /&gt;
The default settings are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source per&lt;br /&gt;
!Variable in &amp;lt;code&amp;gt;enemy_evolution&amp;lt;/code&amp;gt;&lt;br /&gt;
!Percent increase&lt;br /&gt;
|-&lt;br /&gt;
| [[Game-second|Second]] || &amp;lt;code&amp;gt;time_factor&amp;lt;/code&amp;gt; || 0.0004%&lt;br /&gt;
|-&lt;br /&gt;
| 1000 Pollution Units || &amp;lt;code&amp;gt;pollution_factor&amp;lt;/code&amp;gt; || 0.0015%&lt;br /&gt;
|-&lt;br /&gt;
| Destroyed enemy spawner || &amp;lt;code&amp;gt;destroy_factor&amp;lt;/code&amp;gt; || 0.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pollution production is the total pollution produced by [[Pollution_Production#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.&lt;br /&gt;
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.&lt;br /&gt;
&lt;br /&gt;
The percentages are applied on the base of &amp;lt;code&amp;gt;1 - current_evolution_factor&amp;lt;/code&amp;gt;. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).&lt;br /&gt;
&lt;br /&gt;
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (&amp;lt;code&amp;gt;spawning_cooldown&amp;lt;/code&amp;gt; in the &amp;lt;code&amp;gt;enemy-spawner&amp;lt;/code&amp;gt; definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances by evolution factor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:1em; width:15em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;4&amp;quot;| Biter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Medium Biter&lt;br /&gt;
! Big Biter&lt;br /&gt;
! Behemoth Biter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||82%||18%|| || &lt;br /&gt;
|-&lt;br /&gt;
|30%||67%||33%|| || &lt;br /&gt;
|-&lt;br /&gt;
|35%||53%||47%|| || &lt;br /&gt;
|-&lt;br /&gt;
|40%||40%||60%|| || &lt;br /&gt;
|-&lt;br /&gt;
|45%||29%||71%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%||18%||82%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%||8%||80%||12%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||79%||21%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||63%||37%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| ||38%||62%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| ||33%||67%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| ||29%||71%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| ||26%||74%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20em&amp;quot;&lt;br /&gt;
! !!colspan=&amp;quot;5&amp;quot;| Spitter&#039;s Nest&lt;br /&gt;
|-&lt;br /&gt;
! Factor&lt;br /&gt;
! Small Biter&lt;br /&gt;
! Small Spitter&lt;br /&gt;
! Medium Spitter&lt;br /&gt;
! Big Spitter&lt;br /&gt;
! Behemoth Spitter&lt;br /&gt;
|-&lt;br /&gt;
|0%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|5%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|10%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|15%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|20%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|25%||100%|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|30%||42%||58%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|35%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|40%|| ||100%|| || || &lt;br /&gt;
|-&lt;br /&gt;
|45%|| ||83%||17%|| || &lt;br /&gt;
|-&lt;br /&gt;
|50%|| ||75%||25%|| || &lt;br /&gt;
|-&lt;br /&gt;
|55%|| ||54%||36%||10%|| &lt;br /&gt;
|-&lt;br /&gt;
|60%|| ||35%||47%||19%|| &lt;br /&gt;
|-&lt;br /&gt;
|65%|| ||17%||56%||27%|| &lt;br /&gt;
|-&lt;br /&gt;
|70%|| || ||65%||35%|| &lt;br /&gt;
|-&lt;br /&gt;
|75%|| || ||56%||44%|| &lt;br /&gt;
|-&lt;br /&gt;
|80%|| || ||45%||55%|| &lt;br /&gt;
|-&lt;br /&gt;
|85%|| || ||35%||65%|| &lt;br /&gt;
|-&lt;br /&gt;
|90%|| || ||24%||76%|| &lt;br /&gt;
|-&lt;br /&gt;
|95%|| || ||16%||59%||25%&lt;br /&gt;
|-&lt;br /&gt;
|100%|| || ||13%||50%||37%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Increased the damage, range, and health of worms.&lt;br /&gt;
* Decreased health and resist of Behemoth biters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.10|&lt;br /&gt;
* Biters and other units won&#039;t become aggressive as a result of friendly-fire.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Big and behemoth enemies now spawn 50% slower.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.26|&lt;br /&gt;
* Running biters over with a vehicle will now anger them in peaceful mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Updated sounds for enemies.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.17|&lt;br /&gt;
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.6|&lt;br /&gt;
* Range of spitters is now 15, less than turrets.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.11.0|&lt;br /&gt;
* Spitters added.&lt;br /&gt;
* Drawing of enemies optimised, so adding new colors does not impact VRAM.&lt;br /&gt;
* Blood splashes on death are now procedural.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.9.0|&lt;br /&gt;
* Turrets no longer search for enemies when none are near.&lt;br /&gt;
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Further improvement to enemy AI.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.2|&lt;br /&gt;
* Biter AI improved.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.1|&lt;br /&gt;
* Peaceful mode added for freeplay.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Enemy creepers were replaced by small, medium and big biters.&lt;br /&gt;
* Enemy turrets were replaced by small, medium and big shooting worms.&lt;br /&gt;
* Enemies move and attack in groups.&lt;br /&gt;
* Enemies wander around their base when they have nothing to do.&lt;br /&gt;
* Enemies call for help when attacked.&lt;br /&gt;
* Enemies can create new bases.&lt;br /&gt;
* Enemies can now destroy all player creations they find.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced, called &#039;creepers&#039;}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=139586</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=139586"/>
		<updated>2017-06-19T20:38:31Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Usage tips */ Replaced paragraph that was basically wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills by the productivity bonus per craft. When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products). These are items that are used in other recipes and cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s. Productivity modules can be used to boost the research inside [[lab]]s per science pack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. The minimum energy usage is 20% of the base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Decreases pollution generated due to energy consumption being lower. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No downsides&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
As a rule modules do not have diminishing returns (except that consumption is capped to -80%), that is if an assembler is making 2 items per second, adding 1 speed 3 module (+50% speed) will increase item production by 1/s, a second speed3 module will increase production by the same 1/s. Consumption modifiers work the same way, for example if a machine is consuming 180kW, the first efficiency 1 module will reduce energy use by 54kW, the second will also reduce energy use by 54kW. There is no difference between putting 2 speed 1 modules in one machine and 2 efficiency 1 modules in a second machine, than putting 1 of each in both machines - in both cases the total items produced per second and average energy required per item is identical.&lt;br /&gt;
&lt;br /&gt;
There is however synergy between productivity modules and speed modules, productivity modules reduce crafting speed which lowers the production rate of items and increases the energy consumed per item, the speed bonus from speed modules increases production rate of items and lowers the energy consumed per item - in fact when dealing with productivity modules, the reduction in energy consumption from the increased speed from speed modules can be greater than the increased energy consumption. For detailed calcultions on the synergy between productivity modules and speed modules refer to [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher. Productivity is especially useful in recipes that consume a lot of resources per second such as [[Electronic circuits]], as this will result in a lot of free items being created and quickly cover the cost of the module. Also by saving the need to mine ore, smelt plates and process intermediates for those free items the additional energy cost can be easily covered.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization.&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Module&amp;diff=139584</id>
		<title>Module</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Module&amp;diff=139584"/>
		<updated>2017-06-19T20:10:21Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Usage tips */ Fixed typo productivity=&amp;gt;efficiency also made sentence firmer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Modules are items used to enhance existing buildings&#039; capabilities. They are expensive, require appropriate research, and are produced slowly, but can eventually greatly improve the efficiency of a factory.&lt;br /&gt;
&lt;br /&gt;
Quick usage summary:&lt;br /&gt;
*For more products per second a speed module should be used.&lt;br /&gt;
*For more products per input resource a productivity module should be used.&lt;br /&gt;
*For more products per watt of energy an efficiency module should be used.&lt;br /&gt;
&lt;br /&gt;
== Types of modules ==&lt;br /&gt;
&lt;br /&gt;
There are three types of modules in factorio, each with 3 tiers of effect. Crafting higher tiers requires lower tiers to be made.&lt;br /&gt;
&lt;br /&gt;
=== Speed Module ===&lt;br /&gt;
Increases the speed and energy consumption of a machine.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Speed bonus !! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module||Speed module 1}} || +20% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-2||Speed module 2}} || +30% || +60%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|speed-module-3||Speed module 3}} || +50% || +70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Increases speed of machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated due to energy consumption being higher. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Productivity Module ===&lt;br /&gt;
&lt;br /&gt;
Productivity modules add a second purple &amp;quot;production bar&amp;quot; at item producing buildings and labs. It fills by the productivity bonus per craft. When it reaches 100%, an extra item (or items, in recipes that result in more than one) is produced.&lt;br /&gt;
&lt;br /&gt;
Productivity modules can only be used to make [[:Category:Intermediate_products|intermediate products]] (except Uranium-related products). These are items that are used in other recipes and cannot directly be placed. Productivity modules cannot be placed in [[Beacon]]s. Productivity modules can be used to boost the research inside [[lab]]s per science pack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module !! Productivity&amp;lt;br \&amp;gt; bonus !! [[Electric system|Energy]]&amp;lt;br \&amp;gt; consumption !! Speed !! [[Pollution]]&amp;lt;br/&amp;gt; multiplier&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module||Productivity module 1}} || +4% || +40% || -15% || +5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-2||Productivity module 2}} || +6% || +60% || -15% || +7.5%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|productivity-module-3||Productivity  module 3}} || +10% || +80% || -15% || +10%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Creates an additional free item occasionally. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases energy use per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Increases pollution generated. &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Slows the machine. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Module ===&lt;br /&gt;
The efficiency module reduces the cost of electricity to run the machine. The minimum energy usage is 20% of the base energy usage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module!! [[Electric system|Energy]] consumption&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module||Efficiency module 1}} || -30%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-2||Efficiency module 2}} || -40%&lt;br /&gt;
|-&lt;br /&gt;
| {{icon|effectivity-module-3||Efficiency module 3}} || -50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advantages &amp;amp; Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Reduces energy cost per cycle. &amp;lt;/span&amp;gt;&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#00BB00&amp;quot;&amp;gt; Decreases pollution generated due to energy consumption being lower. &amp;lt;/span&amp;gt;&lt;br /&gt;
* No downsides&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
&lt;br /&gt;
More modules of the same type in one device will give diminishing returns, as the negative attributes, such as bonus power consumption, will pile up and nullify the good effect. Because of that, it is generally more effective to add &#039;&#039;&#039;efficiency modules with speed and/or productivity modules&#039;&#039;&#039; to get more bonuses over the crafting cascade (assembly lines), especially when assembling machines are part of logistics network. This applies to situations where resources are plentiful but finite. This is has been [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 calculated in this discussion].&lt;br /&gt;
&lt;br /&gt;
Filling the device with &#039;&#039;&#039;speed modules&#039;&#039;&#039; is useful when a resource is infinite but the amount of resource pools is low. The best example would be &#039;&#039;&#039;oil deposits&#039;&#039;&#039;. Another good place to use speed modules would be for assembly machines which make products that take a long time to make, for example engine units. Using speed modules allows more compact of setups, because one machine can provide materials to more consumers than normal.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;productivity modules&#039;&#039;&#039; is recommended when resources are scarce. An example would be more advanced products not being produced enough due to bottlenecks. It will take longer and more energy, but the overall amount of products per time will be higher.&lt;br /&gt;
&lt;br /&gt;
Filling devices with &#039;&#039;&#039;efficiency modules&#039;&#039;&#039; is recommended for electric furnaces as these use a lot of power. Efficiency modules also completely lack downsides, so filling all unnecessary module slots with Efficiency modules if possible is recommended. Note that making higher level efficiency modules is not worth it in terms of power saved vs materials used to build a [[solar panel]] setup with same power output so the only incentive is to further reduce pollution or space utilization.&lt;br /&gt;
Modules are also able to control [[Pollution]], as &#039;&#039;&#039;pollution depends also on [[Electric system|Energy]] usage&#039;&#039;&#039;. So reducing a machines energy usage by 40% with a efficiency module 2 will also reduce its pollution by 40%. Beware as this also works vice versa!&lt;br /&gt;
&lt;br /&gt;
=== Examples of usage ===&lt;br /&gt;
[[Electric furnace]]s are huge power hogs at 180 kW per furnace. 1 basic efficiency module reduces it by 54 kW (-30%) - almost a [[Solar panel]] worth of power.&lt;br /&gt;
&lt;br /&gt;
[[Electric mining drill]]s create 9 units of [[Pollution]] with no efficiency modules and 1.8 with 3 basic ones.&lt;br /&gt;
&lt;br /&gt;
Same [[Electric mining drill]] with 3 Productivity modules 3 would create 76.5 units of [[Pollution]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Beacon]]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=5705 Productivity Module Math]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=7985 Do Efficiency Modules Reduce Pollution?]&lt;br /&gt;
&lt;br /&gt;
[[Category: Technology]]&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&amp;diff=124625</id>
		<title>Tutorial:Transport use cases</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Tutorial:Transport_use_cases&amp;diff=124625"/>
		<updated>2016-04-15T18:56:50Z</updated>

		<summary type="html">&lt;p&gt;Blakemw: /* Comparison of Belts, Trains and Logistic Robots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sublinks}}&lt;br /&gt;
This page compares the three main [[Transport]] methods: [[Belt transport system]] (conveyor belts), [[Railway]] (trains) and [[Logistic robot|Logistic robots]]. Note, that there are two more useful methods to transport stuff: The characters [[Inventory]] and the [[Vehicles/Car]]. (Especially the car has an extremely high capacity and can be used instead of trains - of course you need to drive everything yourself, see the chapter about the car).&lt;br /&gt;
&lt;br /&gt;
The best choice depends on the context in which they are used. For example on the amount of resources you need to transport, or how far away they are.&lt;br /&gt;
&lt;br /&gt;
== Comparison of Belts, Trains and Logistic Robots ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=10% | &lt;br /&gt;
! width=30% | Belts&lt;br /&gt;
! width=30% | Trains&lt;br /&gt;
! width=30% | Logistic Robots&lt;br /&gt;
|-&lt;br /&gt;
| Throughput&lt;br /&gt;
| Constant, slow, precisely calculable, limited&lt;br /&gt;
| Extremely high, fast, not easily calculable but constant, nearly unlimited if enough space, &lt;br /&gt;
| High in small areas, not calculable/chaotic, unlimited if enough bots, cannot be optimized, terrible over long distances and bulk goods&lt;br /&gt;
|-&lt;br /&gt;
| Space required&lt;br /&gt;
| Small for simple products, large for complicated product chains&lt;br /&gt;
| Large due to train stations and bends&lt;br /&gt;
| Small for complex products&lt;br /&gt;
|-&lt;br /&gt;
| Optimization &lt;br /&gt;
| Highly optimizable. Source of never ending fun.&lt;br /&gt;
| Seldom really needed - better rebuild or built more tracks. For larger networks you can get some trouble with deadlocks/gridlocks, if not optimizing. Optimize train stations: connect either with belts (complex) or with logistic bots (recommended). &lt;br /&gt;
| Optimize placing of roboports (for charging) and used number of ports vs. number of bots in the air.&lt;br /&gt;
|-&lt;br /&gt;
| Initial costs&lt;br /&gt;
| Very small as long as conveyor belts are short. Still good with parallel belts. Larger when making express transport belts. Expensive with express; should be used for special cases only.&lt;br /&gt;
| Considerable amount of material is needed for initial locomotive. Small costs for making rails.&lt;br /&gt;
| Roboports and especially bots require a lot of resources to make. Logistic bot upgrades are very expensive.&lt;br /&gt;
|-&lt;br /&gt;
| Use of energy&lt;br /&gt;
| Gratis. Free. Always an object of discussion. ;)&lt;br /&gt;
| Low. The usage of fuel is currently very affordable.&lt;br /&gt;
| High. The roboports need a lot of energy and the bots take even more energy, as more are in the air. This can be a big problem, but is normally not an issue.&lt;br /&gt;
|-&lt;br /&gt;
| Maintenance costs&lt;br /&gt;
| None&lt;br /&gt;
| Some fuel needed&lt;br /&gt;
| Considerable amount of electricity needed&lt;br /&gt;
|-&lt;br /&gt;
| Pollution&lt;br /&gt;
| None&lt;br /&gt;
| Some&lt;br /&gt;
| None, indirectly caused by use of electricity.&lt;br /&gt;
|-&lt;br /&gt;
| Best used for&lt;br /&gt;
| High throughput, small to medium distance. Examples include raw materials and simple products.&lt;br /&gt;
| High throughput, long distance. Examples include transporting ores or plates from resource fields to main factory area.&lt;br /&gt;
| Extremely high throughput over very short distances (&amp;lt; 50 tiles), low to medium throughput over medium distance (50-500), catastrophic over long distance. Best used in main factory area for complex products like modules and advanced circuits. Also best used for products needed in smaller quantities like placeable structures and ammunition. Unbeatable for train station (loading/unloading chests).&lt;br /&gt;
|-&lt;br /&gt;
| Most annoying problems&lt;br /&gt;
| Left/right lane problems (part of the game), splitting off the right amount of items.&lt;br /&gt;
| Deadlock situations (in complicated crossings), complicated to lay long rails, built up of train stations.&lt;br /&gt;
| Blocking of roboports by waiting for charging, &amp;quot;stupid&amp;quot; behavior that far away bots are used, instead of near.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experts ==&lt;br /&gt;
&lt;br /&gt;
=== Belts ===&lt;br /&gt;
&lt;br /&gt;
* practical up to distances of 500 tiles (to compare: a radar station watches up to 200 tiles (100 tiles &amp;quot;radius&amp;quot;)).&lt;br /&gt;
* connect small resource-fields to the factory area, as the capacity of a belt is limited to about 700 items per minute in the best case, when using basic belts. With fast or express belt, this is higher (up to 1750) but the price is gigantic. Using multiple parallel belts is costly, but with basic belts still affordable over long distances.&lt;br /&gt;
* Conveyor belts are best for working within an automated facility for bulk goods. transporting ore, plates, circuit boards, etc over short or medium distances. &lt;br /&gt;
* they store over a long distance a not to be underestimated number of items (about 12 per tile, with two lanes, so you can calculate over 500 tiles with 6000 items!). This storage is out of reach and could be counted as wasted, until it is transported.&lt;br /&gt;
&lt;br /&gt;
Note: the length of 500 tiles is just a &amp;quot;rule of thumb&amp;quot;, and comes from these facts:&lt;br /&gt;
* It takes nearly 5 minutes (4.44) for an item to run from one end to the other ([[Basic belt]]).&lt;br /&gt;
* A belt with 500 tiles stores about 3571 items (about a chest of resources).&lt;br /&gt;
* The fact, that about after this length it makes sense to use train.&lt;br /&gt;
&lt;br /&gt;
The advantages of belts are:&lt;br /&gt;
* coming to transport-performance, belts deliver very constantly&lt;br /&gt;
* easy calculations possible (e. g. is belt able to transport output of all mines)&lt;br /&gt;
* basic belts are cheap compared to tracks and it is built faster&lt;br /&gt;
* you see how much items are on the belt&lt;br /&gt;
* the belt works like a small storage: you can store 71 items in a length of 10 belts, when using both lanes (but for long belts this is a big disadvantage!)&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
* already said: limited transport capacity, cause limited throughput.&lt;br /&gt;
* slow. This is a problem with verily long belts because it takes a while to fill the belt. The items on the belt cannot be used. A belt with length of 100 holds 714 items for 56 seconds. With trains this is much lower (10 seconds) and as long as they are not loaded into a wagon, they still can be used.&lt;br /&gt;
&lt;br /&gt;
Belts have the best short-distance throughput for continuous, direct-to-factory transportation. &#039;&#039;&#039;This is especially true, if you use basic belts in parallel, cause this combination has an incredible high throughput at low costs.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
* Trains should be used to get items from big and distant resource fields. Nothing can compare with it, especially, when thinking about speed. The planning is difficult and the building itself is currently tedious. (tip: use the train to build the rails, this is much faster: sit in the train and build the next rail before you, hold mouse, start driving slowly. You can use it also to build the power poles like so).&lt;br /&gt;
* Trains are for linking separate factory assemblies together over long distances. This additionally lets you &#039;take a ride&#039; out to outposts that require attention.&lt;br /&gt;
&lt;br /&gt;
Smelt ore locally and ship the plates via train, you can double your wagon capacity and route directly to a storage yard or factory. See also [[Transport/Compress_by_Pre-production]].&lt;br /&gt;
&lt;br /&gt;
Some interesting thread: [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=6799&amp;amp;p=53609#53609 Long distance transport].&lt;br /&gt;
&lt;br /&gt;
=== Logistic robots ===&lt;br /&gt;
&lt;br /&gt;
* Bots are terrible at long distances and bulk goods.&lt;br /&gt;
* Logistic robots should be used in a limited area with dense building placement In most cases this is the main factory area. With some updates the logistic bots can handle enormous amounts of items. &lt;br /&gt;
* Bots can help make links for end products of one chain move to where they&#039;re needed within the local network, especially if it&#039;s completely impractical to route a belt for the job.&lt;br /&gt;
&lt;br /&gt;
Bots, while great at moving sparse items with slow production speeds, are a very costly thing to integrate with high-volume affairs like mining/smelting because they need frequent breaks to recharge.&lt;br /&gt;
&lt;br /&gt;
The exception is the incredible benefit they offer to train stations because of the space/logistical challenge of routing and load-balancing belts around the train tracks, especially since it isn&#039;t necessarily &#039;constant flow&#039;, offering them time to recharge.&lt;br /&gt;
&lt;br /&gt;
== Seeing from throughput side ==&lt;br /&gt;
&lt;br /&gt;
A [[Basic transport belt]] cannot transport much more than 700 item/minute and an [[Express transport belt]] (the fastest) not more than 1750 (see above). Now compare that with a locomotive: a [[Cargo wagon]] can deliver 1500 items (ores) &#039;&#039;&#039;per wagon&#039;&#039;&#039;! And if you smelt the resources at your outpost and transport intermediate plates (copper, iron) you can transport 3000 per wagon. So when speaking from throughput, you need to swap to train or make multiple parallel belts.&lt;br /&gt;
&lt;br /&gt;
This picture might change when you developed [[Logistic robot]]s. But that is not true! They can&#039;t be beaten for relatively small areas, especially with their researched bonuses, and they have some kind of intelligence; they try to deliver all requests as equally as possible.&lt;br /&gt;
&lt;br /&gt;
But bots are terrible at long distances and bulk goods. Here are some calculations, which explain the problem (all calculations are assumed with full upgrade for the logistic bots!):&lt;br /&gt;
&lt;br /&gt;
Needed robots to transport 3000 items per minute over a distance of 50 tiles you need: &lt;br /&gt;
 Robot speed:                     3 tiles/sec (basic speed) * 1.4 (logistic speed bonus) = 4.2 tiles/sec&lt;br /&gt;
 Needed time for one transport:   100 tiles / 4.2 tiles/sec = 24 secs&lt;br /&gt;
 Need robots per minute:          24 secs / 60 secs = you need 0.4 bots to transport one item per minute over 50 tiles.&lt;br /&gt;
 Because of Logistic robot cargo: 0.4 bots / 5 items per transport = 0.08 bots to transport one item per minute&lt;br /&gt;
 Total:                           3000 items * 0.08 bots/per item = 240 bots&lt;br /&gt;
240 is a high, but still very realistic number for a logistic network with 4-5 roboports.&lt;br /&gt;
&lt;br /&gt;
Needed robots to transport 3000 items per minute over a distance of 500 tiles you need: &lt;br /&gt;
 Needed time for one transport:   1000 tiles / 4.2 tiles/sec = 240 secs&lt;br /&gt;
 Need robots per minute:          240 secs / 60 secs = you need 4 bots to transport one item per minute over 500 tiles.&lt;br /&gt;
 Because of Logistic robot cargo: 4 bots / 5 items per transport = 0.8 bots to transport one item per minute&lt;br /&gt;
 Total:                           3000 items * 0.8 bots/per item = 2400 bots&lt;br /&gt;
&lt;br /&gt;
2400 bots need a quite big amount of resources to produce, not accounted the needed research (for bots, speed/stacksize bonuses), number of roboports and the needed energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That leaves conveyors and trains.&lt;br /&gt;
&lt;br /&gt;
Trains are faster than belts and offer better logistic control as you go between logistic networks.&lt;br /&gt;
&lt;br /&gt;
Belts simply take forever, and you may wind up with a lot of asset tied up with simply being &#039;in transit&#039;. You should see items sitting on a belt as &amp;quot;non-useable storage&amp;quot;. Backed up belts can be a good thing for buffer space, but long belts are just inefficient, or better: You loose the control over the other end, due to the long gap; the resources on the other side could be long depleted, but you see it only five minutes later.&lt;br /&gt;
&lt;br /&gt;
=== Or in other words ===&lt;br /&gt;
The afford, to squeeze out the last 20% of belt-performance rises depending on distance and total amount and at some point the train will win. But in your central factory area the bots will never be beaten. On the other hand: in small areas, and for simple throughput of one type of item (furnace iron ore to iron-plates for example) we can place some belts in parallel, which is cheap and efficient (uses no energy) and when using parallel belts we reach also enormous throughput. For later game, the [[Fast transport belt]] is a good compromise between cost and efficiency, and the [[Express transport belt]]s should be use only for short sections.&lt;br /&gt;
&lt;br /&gt;
=== Or in more other words ===&lt;br /&gt;
The amount of robots you need is directly dependent on the density you built. The central part of your factory should be dense, cause not only throughput is important here, but also speed: How fast can an item be produced in total (including the transportation time).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=5&amp;amp;t=3948 Discussion about using conveyor belts vs. trains]. There are some interesting tips in this thread.&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5478 More trains vs. longer trains]&lt;br /&gt;
* [http://www.factorioforums.com/forum/viewtopic.php?f=18&amp;amp;t=5715 Deciding which items to re-make and which to keep on belts?]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Blakemw</name></author>
	</entry>
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